elif type == "relative":
self.my = my / frames
+ elif isinstance(action, parser.Tag):
+ owner.tags.add(action.tag)
+
+ elif isinstance(action, parser.Untag):
+ try:
+ owner.tags.remove(action.tag)
+ except KeyError:
+ pass
+
elif isinstance(action, parser.Wait):
self.wait_frames = action(self.params, rank)
break
target - object with .x and .y fields for "aim" directions
vanished - set to true by a <vanish> action
rank - game difficulty, 0 to 1, default 0.5
+ tags - string tags set by the running actions
Contructor Arguments:
x, y, direction, speed, target, rank - same as the attributes
self.vanished = False
self.target = target
self.rank = rank
+ self.tags = set()
# New bullets reset the parent hierarchy.
self._actions = [Action(self, None, action, params, rank)
for action, params in actions]
def __repr__(self):
return "%s(%r)" % (type(self).__name__, self.frames)
+class Tag(object):
+ """Set a bullet tag."""
+
+ def __init__(self, tag):
+ self.tag = tag
+
+ @classmethod
+ def FromElement(cls, doc, element):
+ """Construct using an ElementTree-style element."""
+ return cls(element.text)
+
+class Untag(object):
+ """Unset a bullet tag."""
+
+ def __init__(self, tag):
+ self.tag = tag
+
+ @classmethod
+ def FromElement(cls, doc, element):
+ """Construct using an ElementTree-style element."""
+ return cls(element.text)
+
class Vanish(object):
"""Make the owner disappear."""
self.fires)
ActionDef.CONSTRUCTORS = dict(
- repeat=Repeat,
- fire=FireDef,
- fireRef=FireRef,
- changeSpeed=ChangeSpeed,
- changeDirection=ChangeDirection,
- accel=Accel,
- wait=Wait,
- vanish=Vanish,
- action=ActionDef,
- actionRef=ActionRef)
+ repeat=Repeat,
+ fire=FireDef,
+ fireRef=FireRef,
+ changeSpeed=ChangeSpeed,
+ changeDirection=ChangeDirection,
+ accel=Accel,
+ wait=Wait,
+ vanish=Vanish,
+ tag=Tag,
+ untag=Untag,
+ action=ActionDef,
+ actionRef=ActionRef)